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Author Topic: TOW 1250  (Read 2382 times)

Offline Skinkyone

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  • Posts: 4
TOW 1250
« on: May 07, 2024, 05:36:21 PM »
===
11th final [1248 pts]
Warhammer: The Old World, Empire of Man
===

++ Characters [311 pts] ++

Master Mage [140 pts]
- Hand weapon
- Level 2 Wizard
- On foot
- Talisman of Protection
- Sword of Might
- Daemonology

Captain of the Empire [113 pts]
- Hand weapon
- Full plate armour
- Shield
- Brace of pistols
- General
- On foot
- Sword of Might
- Talisman of Protection

Empire Engineer [58 pts]
- Hand weapon
- Hochland long rifle
- Light armour

++ Core Units [376 pts] ++

24 State Troops [183 pts]
- Hand weapons
- Thrusting spears
- Light armour
- Shields
- Sergeant (champion)
- Standard bearer
- Musician

18 State Troops [123 pts]
- Hand weapons
- Halberds
- Light armour
- Sergeant (champion)
- Standard bearer
- Musician

5 State Missile Troops [35 pts]
- Hand weapons
- Crossbows
- Detachment

5 State Missile Troops [35 pts]
- Hand weapons
- Crossbows
- Detachment

++ Special Units [296 pts] ++

5 Inner Circle Knights [171 pts]
- Hand weapons
- Lances
- Shields
- Full plate armour
- Inner Circle Preceptor (champion)
- Standard bearer
- Musician

Great Cannon [125 pts]
- Great cannon
- Hand weapons

++ Rare Units [265 pts] ++

Steam Tank [265 pts]
- Steam Cannon
- Steam gun

Looking for opinions and suggested changes. I play 1250 max points currently so looking at how to refine the list
Nothing really off limits to adding to the list

Offline Warlord

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Re: TOW 1250
« Reply #1 on: May 08, 2024, 06:04:51 AM »
Hi there - welcome to posting!

Commonly knowledge is that Demigryphs are an optimal choice, so I would argue swapping the Inner Circle knights for Demigryph knights.

Core, in particular spearmen (due to cost) are also not exactly the best - so perhaps consider swapping them out for some more halberdiers to make them 7 or 8 wide to maximise attacks, and maybe a small unit of knights for some flank charges, First Charge bonuses, and killing enemy chaff and war machines.

You probably don't need the extra equipment on the engineer - light armour won't help him really, and the HLR doesn't work very well compared to how it used to. He is mainly there so your cannon is super effective... though I would argue you get more value if you had 2 war machines in his range... Its possible his points might be better spent on making your wizard a L3 or 4.

Lastly, you cannot have 2 Talisman of Protection. However Empire have a similar item called the White Cloak that essentially functions the same, with a bonus better save for fire attacks.
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Offline Noble Korhedron

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  • Posts: 1280
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Re: TOW 1250
« Reply #2 on: June 25, 2024, 11:03:58 PM »
===
11th final [1248 pts]
Warhammer: The Old World, Empire of Man
===

++ Characters [311 pts] ++

Master Mage [140 pts]
- Hand weapon
- Level 2 Wizard
- On foot
- Talisman of Protection
- Sword of Might
- Daemonology

Captain of the Empire [113 pts]
- Hand weapon
- Full plate armour
- Shield
- Brace of pistols
- General
- On foot
- Sword of Might
- Talisman of Protection

Empire Engineer [58 pts]
- Hand weapon
- Hochland long rifle
- Light armour

++ Core Units [376 pts] ++

24 State Troops [183 pts]
- Hand weapons
- Thrusting spears
- Light armour
- Shields
- Sergeant (champion)
- Standard bearer
- Musician

18 State Troops [123 pts]
- Hand weapons
- Halberds
- Light armour
- Sergeant (champion)
- Standard bearer
- Musician

5 State Missile Troops [35 pts]
- Hand weapons
- Crossbows
- Detachment

5 State Missile Troops [35 pts]
- Hand weapons
- Crossbows
- Detachment

++ Special Units [296 pts] ++

5 Inner Circle Knights [171 pts]
- Hand weapons
- Lances
- Shields
- Full plate armour
- Inner Circle Preceptor (champion)
- Standard bearer
- Musician

Great Cannon [125 pts]
- Great cannon
- Hand weapons

++ Rare Units [265 pts] ++

Steam Tank [265 pts]
- Steam Cannon
- Steam gun

Looking for opinions and suggested changes. I play 1250 max points currently so looking at how to refine the list
Nothing really off limits to adding to the list

I agree with all of what Warlord said; plus, RE the crossbows, can I respectfully point out that you'd be better with Archers as those 5-man missile detachments.

Unless you're deliberately using Crossbows for some reason I'm not aware of...?

Offline Athiuen

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Re: TOW 1250
« Reply #3 on: June 26, 2024, 01:14:27 AM »
I'd make the Wizard the General and give the captain the Battle Standard, just to make the line a bit more hardy.
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They fired at a can of Heineken.
The end is Neigh!
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Curse you clearly-written rules!

Offline Noble Korhedron

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Re: TOW 1250
« Reply #4 on: June 26, 2024, 01:24:06 AM »
I'd make the Wizard the General and give the captain the Battle Standard, just to make the line a bit more hardy.
What about having a Warrior Priest as the General, with the BSB, and leave everything else as-is...?

Offline Athiuen

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  • Posts: 1880
  • The Old World
Re: TOW 1250
« Reply #5 on: June 26, 2024, 02:44:04 AM »
I would keep the wizard.
In fact, unless there's some local club rule preventing you from taking a lvl 4 in a 1250 point game, I would do just that.
A level 4 will be fairly dominant at 1250 points, and they're still pretty cheap.
Quote from: warhammerlord_soth
No beer was wasted.
They fired at a can of Heineken.
The end is Neigh!
Quote from: Swan-of-War
Curse you clearly-written rules!